Add code that should draw the mesh

This commit is contained in:
Magnus Norddahl 2023-10-14 23:10:02 +02:00
commit fc65d43ae8
20 changed files with 395 additions and 171 deletions

View file

@ -183,6 +183,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
if (key.UseRaytrace) definesBlock << "#define USE_RAYTRACE\n";
if (key.UseShadowmap) definesBlock << "#define USE_SHADOWMAP\n";
if (key.UseLevelMesh) definesBlock << "#define USE_LEVELMESH\n";
switch (key.TextureMode)
{

View file

@ -63,7 +63,7 @@ public:
uint64_t Detailmap : 1; // uTextureMode & TEXF_Detailmap
uint64_t Glowmap : 1; // uTextureMode & TEXF_Glowmap
uint64_t GBufferPass : 1; // GBUFFER_PASS
uint64_t UseShadowmap : 1; // USE_SHADOWMAPS
uint64_t UseShadowmap : 1; // USE_SHADOWMAP
uint64_t UseRaytrace : 1; // USE_RAYTRACE
uint64_t FogBeforeLights : 1; // FOG_BEFORE_LIGHTS
uint64_t FogAfterLights : 1; // FOG_AFTER_LIGHTS
@ -71,7 +71,8 @@ public:
uint64_t SWLightRadial : 1; // SWLIGHT_RADIAL
uint64_t SWLightBanded : 1; // SWLIGHT_BANDED
uint64_t LightMode : 2; // LIGHTMODE_DEFAULT, LIGHTMODE_SOFTWARE, LIGHTMODE_VANILLA, LIGHTMODE_BUILD
uint64_t Unused : 45;
uint64_t UseLevelMesh : 1; // USE_LEVELMESH
uint64_t Unused : 44;
};
uint64_t AsQWORD = 0;
};